Plane (Dungeons & Dragons)
Plane (Dungeons & Dragons)
Dragons)
The planes of the Dungeons & Dragons roleplaying game constitute the multiverse in which the
game takes place. Each plane is a universe with its own rules with regard to gravity, geography,
magic and morality.[1] There have been various official cosmologies over the course of the
different editions of the game; these cosmologies describe the structure of the standard
Dungeons & Dragons multiverse.
The concept of the Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced in the
earliest versions of Dungeons & Dragons; at the time there were only four Inner Planes and no set
number of Outer Planes. This later evolved into what became known as the Great Wheel
cosmology.[2]: 86 The 4th Edition of the game shifted to the World Axis cosmology. The 5th
Edition brought back a new version of the Great Wheel cosmology which includes aspects of
World Axis model.[3]
In addition, some Dungeons & Dragons settings have cosmologies that are very different from
the "standard" ones discussed here.[2]: 95 For example, the Eberron setting has only thirteen
planes, all of which are unique to Eberron.[4]
Publication history
The cosmology of the planes was presented for the first time, as part of the Great Wheel of
Planes, in Volume 1, Number 8 of The Dragon, released July 1977.[5] In the article "Planes: The
Concepts of Spatial, Temporal and Physical Relationships in D&D", Gary Gygax mentions that
there are 16 Outer Planes.[6] The "Basic edition" of D&D had a separate, though similar,
cosmology from that of its contemporary AD&D game, which is more open and less regulated
than that of its counterpart.
The planes were further "refined in the Players Handbook (1978) and Deities & Demigods
(1980)".[5] The appendix of the Player's Handbook included an abstract diagram of the planes,
and mentioned the same 16 Outer Planes.[7] Shannon Appelcline, the author of Designers &
Dragons, highlighted that throughout the early 1980s Dragon magazine would continue to detail
"some of the planes in more depth", however, "there was no overarching plan for the planes of
D&D other than a few increasingly old drawings".[5] The D&D multiverse was expanded with the
D&D Immortals Rules (1986) set. The Astral Plane permeates and connects the rest of the
Multiverse. Plane sizes can vary from the Attoplane (one-third of an inch across), through the
Standard Plane (.085 light-years across), to the Terraplane (851 billion light years across), with
stars and planets varying in size accordingly.[8]
Both Appelcline[5][9] and Curtis D. Carbonell, in his book the Dread Trident: Tabletop Role-Playing
Games and the Modern Fantastic, highlighted that information on the planes and the shared
cosmology was codified in the Manual of the Planes (1987) and Tales of the Outer Planes
(1988).[2] Carbonell wrote that project leader and designer Jeff Grubb detailed "the
schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the
Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that
provide minor rearrangements and clarifications [...]. Grubb's approach demonstrated a need to
codify, while still remaining flexible, that has remained as a primary aim of the latest
edition".[2]: 93
Carbonell also highlighted that the 1989 Spelljammer campaign setting added cosmology that
"allowed travel between the different settings" such as Dragonlance, Greyhawk, and the Forgotten
Realms.[2]: 97 However, campaign settings such as Dark Sun and Ravenloft were inaccessible in
this cosmology.[2]: 97 Then in 1993, TSR wanted to do a series of books about the Outer Planes
which Zeb Cook said led to the creation of the Planescape campaign setting released in 1994.[10]
This campaign setting provided a framework to create adventures across the planes with the
city of Sigil acting as a hometown and starting point for players.[11] Carbonell called this setting
"the most complex example of the multiverse created during the varieties of 2e's AD&D settings"
and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided
an alternate way to travel between the planes than Spelljammer's science-fantasy-oriented
approach".[2]: 98 The 3rd edition Manual of the Planes (2001) detailed both the inner and outer
planes. Kevin Kulp, for DMs Guild, wrote that "the authors used an approach that said 'here's how
it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid
setting planar mechanics in stone. Instead it gave DMs a modular approach by presenting
Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new
ideas and new locations were presented, dovetailing nicely with canon from earlier editions".[12]
The 4th edition shifted the locations of the various planes to fit the new World Axis cosmology
and added the Parallel Planes of the Feywild and the Shadowfell to the game; many of the
changes were detailed in that edition's Manual of the Planes (2008).[3][13][14] However, the 5th
edition Player's Handbook (2014) and Dungeon Master's Guide (2014) shifted most of the
cosmology of the planes back to the Great Wheel model with some aspects of the World Axis
model retained in the descriptions of the inner planes.[3][15][16]
Great Wheel cosmology
The 'Great Wheel' model of the planes, as described in the 5th edition Player's Handbook
The cosmology outlined in the Great Wheel model contains sixteen Outer Planes which are
arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top,
and the Evil-aligned planes (or Lower Planes) at the bottom. Depictions usually display the
Lawful planes (or Planes of Law) to the left, and the Chaotic planes (or Planes of Chaos) to the
right. Between all of these sit the Neutral planes, or the Planes of Conflict.[17][15][18] The center
contains the Inner and Material Planes.[3]
One further plane sits in the center of the ring, the Outlands, being neutral in alignment. At the
center of the Outlands is a Spire of infinite height; the city of Sigil floats above the Spire's
pinnacle.[15][19]
Many Outer Planes were renamed in Advanced Dungeons & Dragons 2nd Edition in the
Planescape campaign setting, released in 1994. In the 3rd Edition Manual of the Planes (2001),
the old and new names were combined, the Demiplane of Shadow was promoted to the Plane of
Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that
each Material Plane is connected to its own unique Ethereal Plane.
The cosmology is usually presented as a series of concentric circles, with alternating spatial and
transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material,
Astral, Outer Planes, and the Far Realm. The Shadow Plane and the Dimension of Time, if they
are included, are separate from the others, and usually represented as being connected to the
Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be
found attached to any plane. All planes, save the demiplanes, are infinite in extent.
Planes may border (be coterminous) or may be coexistent. In particular, the Ethereal and
Shadow planes are coexistent with the Material Plane. In effect, the "boundary" between the two
extends through all of space. Thus a ghost in Dungeons & Dragons, which is an ethereal creature,
has a location on the Material Plane when it is near the border of the Material and Ethereal
planes. It can "manifest" itself into the Material, and force attacks launched from the Material
can hit it.[20][21][22]
Inner Planes
The Inner Planes are made up of elemental matter and forces. They consist of the Elemental
Planes[1] and the Energy Planes. Some descriptions also contain the Para-elemental (magma,
ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them.[1]
In his review of the Planescape Campaign Setting boxed set, Gene Alloway mentioned that the
set gives players a solid sense of "the sheer force of nature that drives all the Inner Planes. The
Inner Planes don't have anything against you—they're hard on everyone."[23] Backstab magazine
reviewers Lord Winfield and Kaneda found the Inner Planes among the places in the Planescape
setting least visited by player characters, which do not lend themselves to a prolonged stay.[1][24]
While the 5th Edition returned to the Great Wheel model, the Inner Planes detailed in that edition
"retain aspects" of the 4th Edition World Axis model: "The four elemental planes are back, but
they remain tightly integrated with the material plane as its creative foundation. The
paraelemental planes have also returned for the first time since Planescape, but they have more
evocative names. The Plane of Ash is known as the Great Conflagration, the Plane of Ice is the
Frostfell, the Plane of Magma is the Fountains of Creation, and the Plane of Ooze is the Swamp
of Oblivion. Additionally, the Elemental Chaos is the churning realm within which the Inner
Planes are held".[3] Screen Rant highlighted that the parts of the Inner Planes closest to the
Material Plane will seem the most familiar to adventurers with features such as humanoid
inhabitants and cities. However, the further adventurers venture "out into the Inner Planes, things
become less familiar. Each plane starts to resemble its purest form, making it harder to travel
without powerful magical spells that protect the party from the environment. If a traveler goes
far enough, they will reach the Elemental Chaos, where the boundaries of the Inner Planes start
to break down – and where some truly alien monsters exist".[25]
Material Planes
The Material Planes are worlds that balance between the philosophical forces of the Outer
Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy
RPG campaigns. The Prime Material Plane is where the more 'normal' worlds exist, many of
which resemble Earth. The 2nd edition Dungeon Master's Guide states there are several Prime
Material Planes, but several other 2nd edition products say there is only one Prime Material
Plane rather than several.
Introduced in the Spelljammer setting, the Phlogiston is a part of the Material plane. It is a highly
flammable gaseous medium in which crystal spheres holding various Prime Material solar
systems float, traversable by Spelljammer ships.[26]
The Feywild and the Shadowfell, the Parallel Planes introduced in the 4th Edition World Axis
model, were incorporated into the 5th Edition version of the Great Wheel model.[27][28] In 2015,
D&D Creative Director Chris Perkins stated that 4th Edition sourcebooks on these planes were
the best source of information for the 5th Edition.[28] The adventure module The Wild Beyond the
Witchlight (2021) is the first in-depth 5th Edition exploration of the Feywild and builds on the
description included in the 5th Edition Dungeon Master's Guide (2014).[29][30][31]
Outer Planes
Alignment-based planes. The home of gods, dead souls, and raw philosophy and belief.
Outer Planes
Mount
Bytopia Elysium Beastlands Arborea
Celestia
Nine Hells
Gehenna Hades Carceri Abyss
of Baator
Transitive planes
The transitive planes connect the other planes and generally contain little, if any, solid matter or
native life.
Astral Plane
The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when
they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid
matter. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or
time here, though both catch up with beings when they leave. The souls of the newly dead from
the Prime Material Plane pass through here on their way to the afterlife or Outer Planes.
The most common feature of the Astral Plane is the silver cords of travelers using an astral
projection spell. These cords are the lifelines that keep travelers of the plane from becoming
lost, stretching all the way back to the traveler's point of origin.
A god-isle is the immense petrified remains of a dead god that float on the Astral Plane, where
githyanki and others often mine them for minerals and build communities on their stony
surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god
known only as "The One in the Void". God-isles often have unusual effects on those nearby,
including causing strange dreams of things that happened to the god when it was alive. God-
isles are also the only locations on the Astral Plane that are known to possess gravity or normal
time flows.
Part of Baldur's Gate II: Shadows of Amn takes place on the Astral Plane.[32]
Trenton Webb for Arcane magazine comments that A Guide to the Astral Plane "breathes life into
what had hitherto been little more than a planar motorway. Essentially infinite and filled with few
'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with
some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a
wonderfully different 'world'." He adds that "By expanding the accepted 'physics' of the Astral
plane and applying classic Planescape thinking, the Silver Void is made solid and
comprehensible."[33]
Ethereal Plane
The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless
possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime
Material planes, and the Deep Ethereal plane which acts as the incubator to many potential
demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a
misty greyscale version of the plane from which they are traveling; however, each plane is only
connected to its own Border Ethereal, which means inter-planar travel necessitates entering the
Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many
demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal
plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the
Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything
that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether
Cyclone that connects the Ethereal plane to the Astral Plane.
In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the
Deep Ethereal connecting these Ethereal Planes together is an optional rule.
Plane of Shadow
A fictional plane of existence in Dungeons & Dragons, under the standard planar cosmology.[34] A
dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It
overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the
Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to
other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
It is magically morphic, and parts continually flow onto other planes. As a result, creating a
precise map of the plane is next to impossible, despite the presence of landmarks. The Plane of
Shadow is replaced by the Shadowfell in the 5th Edition.
In first edition AD&D, the Plane of Shadow was the largest Demi-Plane of the Ethereal Plane.[35]
Mirror planes
Mirror planes were introduced in the Third Edition Manual of the Planes as an optional group of
transitive planes. They are small planes that each connect to a group of mirrors that can be
located in any other planes throughout the multiverse. A mirror plane takes the form of a long,
winding corridor with the mirrors it attaches to hanging like windows along the walls. Mirror
planes allow quick travel between the various mirrors that are linked to each, but each plane
contains a mirror version of any traveler that enters it. This mirror version has an opposite
alignment and will seek to slay their real self to take their place. All mirrors connect to a mirror
plane, though each mirror plane usually has only five to twenty mirrors connecting to it.
Temporal Plane
The Plane of Time was known as the Temporal Prime in the 1995 book Chronomancer. It is a
plane where physical travel can result in time travel.
In 3rd edition products, some of the detail of Temporal Prime became incorporated into the
"Temporal Energy Plane" mentioned in the 3rd edition Manual of the Planes. Dragon Magazine
No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms
since 1st edition.
Demiplanes
Demiplanes are minor planes, most of which are artificial. They are commonly created by
demigods and extremely powerful wizards and psions. Naturally-occurring demiplanes are rare;
most such demiplanes are actually fragments of other planes that have somehow split off from
their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a
few—mostly those created by non-humans—are quite alien. Genesis, a 9th level arcane spell or
psionic power, and the 9th-level arcane spell Demiplane Seed are among the few printed
methods for a player character to create a demiplane.
Among the most notable of demiplanes is the Demiplane of Dread, the setting of Ravenloft.
Neth
Neth, the Demiplane That Lives, was first presented in A Guide to the Ethereal Plane, a
sourcebook for the Planescape setting of AD&D Second Edition. It is a living, sentient plane of
finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse
is through a single metallic, peach-colored pool on the Astral Plane. Those who look into the
pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly
fades. The only thing native to Neth is the plane itself. Neth creates humanoid subunits of itself
called Neth's Children, sometimes for specific short-term purposes before reabsorbing them. At
Neth's center is a thick knot of membrane at least a mile across where all the folds come
together. This serves as Neth's brain. Other parts of the membrane also serve specific functions,
which include areas where the membrane can be easily deformed for communication,
encapsulation, and budding Neth's Children.
The Visage Wall is an area of Neth's membrane where Neth communicates with visitors. It
contains thousands of head-shaped bumps that resemble the likenesses of those previously
absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously,
questioning them to learn more of the outside universe. Sometimes, Neth will choose to
encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off the
victims. Neth will then flood the compartment with either preservative or absorptive fluid. The
preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid
is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and
be absorbed into Neth itself, including the victim's memories.
Gravity on Neth is the same strength as that on the material world; however, Neth chooses the
direction of gravity's pull and may change it at will. Time is normal on Neth. Neth can move its
interior membrane at will, creating or destroying fluid-filled spaces.
Other planes
Far Realm
The Far Realm is an alien dimension of cosmic horror. It is the home plane for many aberrations
and strange monsters.
The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the
work of American writer H. P. Lovecraft.[36][37] It is particularly inspired by Lovecraft stories like
"Through the Gates of the Silver Key". It was created by Bruce Cordell, and introduced in the
Second Edition Advanced Dungeons & Dragons adventure module The Gates of Firestorm Peak
(1996).[38][37] James Jacobs later called Cordell's work an "adventure with a distinctly
Lovecraftian feel", noting that "Deep inside Firestorm Peak lies a portal to an insidious region
beyond sanity and light known only as the Far Realm, and the unknowable but hostile entities of
this hideous region prepare to pass through into the world."[36] The adventure featured a magical
portal that produced creatures and energies from the Far Realm.[39]
In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the Eberron
campaign setting.[37] In Fourth Edition, the Far Realms were included in the new cosmology
design of Dungeons & Dragons.[38] In this edition, members of the Warlock class can forge a pact
(called the Starpact) with the entities from or near the Far Realm to gain power.[40]: 32 The Far
Realm's association with the new setting has been detailed in various supplements. The Far
Realm contains an infinite number of layers, these layers range from inches thick to miles, and it
is often possible to perceive multiple layers simultaneously. These layers can grow, spawn
further layers, breathe and possibly die. The Far Realm is home to many powerful and
unspeakable beings ripped from the nightmares of the darkest minds of the waking world,
beings so unfathomable that their very existence is a perversion of reality itself. These beings
are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is
a plane far outside the others and often not included in the standard cosmology. It is sometimes
referred to simply as "Outside", because in many cosmologies it is literally outside reality as
mortals understand it.
Plane of Dreams
The Plane of Dreams is a plane far outside the others and often not included in the standard
cosmology. As its name suggests, all true dreams take place on the Plane of Dreams.
The ' World Axis' model of the planes, as described in the 4th edition Manual of the Planes.[41]
4th edition uses a simplified default cosmology with only six major planes, each of which has a
corresponding creature origin. The Astral Sea, Elemental Chaos, Feywild and Shadowfell are
covered extensively in the Manual of the Planes, while the Far Realm and Sigil are covered
briefly.[41][42] Supplemental sourcebooks relating to the Elemental Chaos (The Plane Below) and
the Astral Sea (The Plane Above) were released in 2009 and 2010, respectively. The Ethereal
Plane has been removed entirely.
Fundamental Planes
The fundamental planes are two vast expanses from which the other planes were formed. It was
the conflict between the inhabitants of each fundamental plane that constituted the Dawn War.
The two Fundamental Planes are theoretically infinite; it is implied that if one departs the world
of one campaign setting and sets out through either the Astral Sea or the Elemental Chaos, they
will eventually reach the worlds of other campaign settings.
The Astral Sea corresponds to the Astral Plane of earlier editions. The Astral Dominions,
counterparts to the Outer Planes of earlier editions, are planes which float within the Astral Sea.
The majority of the gods dwell in Astral Dominions. The Astral Sea itself is spacially infinite, but
the Astral Dominions are all finite. Creatures native to or connected with the Astral Sea (such as
angels and devils) generally have the immortal origin. The plane is described in The Plane Above:
Secrets of the Astral Sea, released in 2010. In the Forgotten Realms setting, the Astral Sea was
formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in
Eberron, the Astral Sea is equated with Siberys, the Dragon Above.
Baator, the Nine Hells: A place of sin and tyranny, a world of continent-sized caverns. Home to
Asmodeus.
Celestia, the Radiant Throne: A great mountain that drifts in a world of silver mists. Home to
Bahamut, Moradin and, sometimes, Kord.
Chernoggar, the Iron Fortress: The rust-pitted iron castle, where mighty warriors fight and die
endlessly. Home to Bane and Gruumsh.
Hestavar, the Bright City: a luminous metropolis which floats above sandy beaches and crystal-
clear lagoons, the center of astral civilization. Home to Erathis, Ioun and Pelor.
Kalandurren, the Darkened Pillars: A dominion that plays host to demons. It belonged to the
god Amoth before he was killed by the demon lords Orcus and Demogorgon.
Pandemonium: The former dominion of Tharizdun. The tower of the lich god Vecna is said to
be hidden within it.
Shom, the White Desert: The former dominion of the mysterious God of the Word. Astral giants
loyal to the goddess Erathis fight for control of it.
Tytherion, the Endless Night: A dark, arid wilderness where serpents and dragons lurk. Home to
Zehir and Tiamat.
The Elemental Chaos
The Elemental Chaos corresponds to the Inner Planes of earlier editions (excluding the Positive
and Negative Energy Planes), also containing some aspects of Limbo. The Elemental Chaos
contains Elemental Realms, which are themselves planes; the Abyss is one such realm. The only
god who dwells in the Elemental Chaos is Lolth, who resides on the 66th layer of the Abyss. The
Elemental Chaos is spacially infinite, the Elemental Realms are not. Creatures native to or
connected with the Elemental Chaos (including demons) generally have the elemental origin. The
plane is described in The Plane Below: Secrets of the Elemental Chaos, released in 2010. In the
Forgotten Realms setting, the Elemental Chaos was formed from the collapse of the Inner Planes
after Mystra's murder, while in Eberron, the Elemental Chaos is equated with Khyber, the Dragon
Below.
The City of Brass: The Efreeti capital and a major trade hub planar trade and travel.[43]
Zerthadlun
Parallel Planes
The World
The equivalent to the Prime Material Plane or Material Plane of earlier editions. This plane lacks
a formal name and is most often referred to as the World,[14] although titles such as the Middle
World and the First Work were also presented in Manual of the Planes. Creatures native to the
world generally have the natural origin. The gods Avandra, Melora and Torog have their homes in
the World. The god Vecna wanders the whole cosmos (Sehanine is prone to doing this as well).
In the Forgotten Realms setting, the world is named Toril (there is another, inaccessible world
called Abeir), while in Eberron, the world is equated with Eberron, the Dragon Between.
The Feywild
One of the two parallel planes, the Feywild is a more extreme and magical reflection of the world
with some thematic links to the Positive Energy Plane and the Plane of Faerie of earlier editions
and settings. Creatures native to or connected with the Feywild (such as elves and gnomes)
generally have the fey origin. According to the 4th edition Manual of the Planes, this plane has
some sort of unspecified connection to Arvandor, and is suspected that the Dominion of
Corellon can be reached by here. Important locales within the Feywild are known as Fey
Demesnes.[44] Additional details on the Feywild were included in the 4th edition supplement
Heroes of the Feywild (2011) which added storytelling and mechanics themed around the
Feywild.[45][46] The Feywild was next explored in-depth in the 5th adventure module The Wild
Beyond the Witchlight (2021) and the corresponding Domains of Delight (2021) supplement (an
official PDF by Wizards of the Coast released on the Dungeon Masters Guild).[30][47] The 5th
edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each
domain is ruled Archfey who can shape their region via their will.[48] Chris Perkins, Dungeons &
Dragons Principal Story Designer, explained that "the Feywild is described in the fifth edition
Dungeon Master’s Guide, which builds on material from earlier editions. The Wild Beyond the
Witchlight used the DMG’s description as a starting point and expanded from there. The concept
of archfey – powerful Fey creatures who carve out domains for themselves – dates back to
earlier editions, but this is the first time we’ve given these domains a name".[31]
In the Forgotten Realms setting, the Feywild is also known as the Plane of Faerie and has come
into alignment with Toril after countless millennia of drifting away, while in Eberron, the Feywild
is equated with Thelanis, formerly known as the Faerie Court.
SyFy Wire highlighted that "traditionally, the Feywild is an alternate plane of existence that
mirrors and overlaps the material world. It's a place of perpetual twilight that's full of both
enticing beauty and terrible dangers. Time works differently inside the Feywild, and those who
leave may find what they thought was a brief venture instead lasted years — assuming they're
even able to leave at all. In short, it's a good place for a magical and eerie adventure".[30]
The Shadowfell
The Shadowfell is a type of underworld, and the thematic successor to the Negative Energy
Plane and Plane of Shadow from earlier editions. The Raven Queen makes her home here rather
than the Astral Sea. It also incorporates the Domains of Dread, areas created by the shadows
cast by great tragedies in the world. CBR highlighted that "if the Feywild is the Prime Material's
dream reflection, the Shadowfell is a mirror of its darkness, drawing from the shadows and
gloom in a way that makes it impossible to forget that, where there is light and life, there is also
darkness and decay. [...] Home to numerous species, the most prominent entities who dwell in
the Shadowfell are mysterious undead beings called shadows. Shadow dragons and shadow
mastiffs can also be found there, along with a host of dark, terrifying creatures like wraiths,
spectres, darkweavers and shadow demons. There are also a number of humanoid natives,
including gnomes, humans, halflings and beings known as Shadar-Kai".[49]
The plane is described in the boxed set The Shadowfell: Gloomwrought and Beyond, released in
2011. In the Forgotten Realms setting, the Shadowfell was formed from what was left of the
Plane of Shadow after Mystra's murder, while in Eberron, the Shadowfell is equated with Dolurrh,
the realm of the dead.
Demiplanes
Demiplanes are relatively small planes which are not part of larger planes. The most prominent
demiplane is Sigil, the City of Doors, which is largely unchanged from earlier editions.
Anomalous planes
Anomalous planes are planes which do not fit into other categories. The most prominent of
these planes are the Realm of Dreams, which can be reached via the Astral Sea, and the Far
Realm, which breaks through into the remote parts of the Astral and the world.
The Far Realm
An anomalous plane, the Far Realm is a bizarre, maddening plane said to be composed of thin
layers filled with strange liquids – at least, that is what the most coherent descriptions say, for
though some escape the Far Realm with their lives, most do not do so with their sanity. Visitors
to the Far Realm can only exist in one layer at a time, but large Far Realm natives can exist in
multiple layers at once. Creatures native to or connected with the Far Realm generally have the
aberrant origin. The Far Realm was originally sealed off from reality by a crystalline structure
known as the Living Gate, which lay at the top of the Astral Sea. The Living Gate awoke and
opened during the Dawn War between the gods and primordials, and was destroyed in the same
war, thus enabling freer transit between the planes than should be allowed. Classic creatures
such as aboleths, beholders, and mind flayers originate in the Far Realm. Distant stars have been
driven mad by proximity to the Far Realm, resulting in the abominations known as starspawn.
Natural humanoids tainted by the Far Realm are known as foulspawn. The Far Realm is
occasionally referred to as "Outside", because it seems to exist outside of reality as defined by
the world, the fundamental planes and the parallel planes.
In Eberron, the Far Realm is equated with Xoriat, the Realm of Madness.
Within the context of the game, there are many theories of the organization of the planes.[2] For
instance, in some lands it is believed that there are multiple Prime Material planes, rather than
one containing all the worlds or planets. In these lands the Ethereal planes are believed to
surround each Prime Material plane.
Additionally, other Dungeons & Dragons cosmologies were developed after Greyhawk for various
other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the
multiverse".[2]: 95
One of the hallmarks of the Dark Sun setting was Athas' cosmological isolation, something that
broke with the rest of the canonical Dungeons & Dragon 's universe.[50] Many of Dark Sun's AD&D
contemporaries are accessible via planar travel or spelljamming, but Athas, with very few
exceptions, is entirely cut off from the rest of the universe.[51]: 8–9 [52] While it retains its
connections to the Inner Planes, access to the Transitive Planes and Outer Planes is nearly
impossible. The reason for the cosmological isolation is never fully explained.
Eberron cosmology
The Eberron cosmology, used in the original Eberron campaign setting, contained thirteen Outer
Planes in 3rd edition,[53] and gained at least two for 4th edition under the new cosmology. They
exhibit traits similar to those of the standard D&D cosmology but also some (Irian, Mabar, Fernia,
and Risia) appear more like Inner Planes. The cosmology was unique in that the Outer Planes
orbited around Eberron through the Astral plane. As they orbited, their overlap with the material
plane changed and access to those planes became easier or restricted.
The Forgotten Realms cosmology was originally the same as that of a standard Dungeons &
Dragons campaign. The cosmology for the 3rd edition of D&D was altered substantially so that it
contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of
the material plane of Toril. Unlike the Outer Planes of the standard D&D cosmology which were
heavily alignment-based, the Outer Planes of the Forgotten Realms cosmology were faith-based.
The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default
cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful
now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis
model "had actually originated with the Forgotten Realms, which was planning a view of the
heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for
D&D 4e".[13]
Portals, conduits and gates are all openings leading from one location to another; some lead to
locations in the same plane, others to different planes entirely. Although the three terms are
often used interchangeably, there are notable distinctions:
Portals are bounded by pre-existing openings (usually doors and arches); the portal is
destroyed when the opening is. Portals also require portal keys to open; a key is usually a
physical object, but it can also be an action or a state of being. Naturally occurring portals will
often appear at random (a common occurrence in the city of Sigil, "City of Doors", in the
Planescape campaign setting); some portals only exist for a brief period of time, or shift from
one location to another.
Conduits are also naturally occurring, but they are natural phenomena, the planar equivalent of
whirlpools and tornadoes. Conduits are only known to occur in the Astral and Ethereal Planes.
A type of conduit known as a color pool is a common gateway from the Astral Plane to the
Outer Planes. A vortex is a link from a Prime Material world to the Inner Planes, which begin in
areas of intense concentration of some element (e.g., the heart of a volcano might be a vortex
to the Plane of Fire). There also used to be living vortices which the sorcerer-monarchs of
Athas have managed to maintain, like syphoning water through a hose, and use to empower
their "priests," the Templars.
Gates are portals that are not bounded by physical apertures; gates are rare, and usually
appear as a result of magical spells and rare planar phenomena. Lastly, planar bleeding
occurs when regions of two planes coexist; such phenomena are usually short-lived, and
disastrous for their environments.
Planar pathways
Planar pathways are special landscape features appearing in multiple planes or layers of a
plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial
tactically, because they are very stable compared to portals or gates, and do not require magic
spells or portal keys. One notable planar pathway in the Planescape campaign setting is the
River Styx, which flows across the Lower Planes and parts of the Astral Plane. Another is the
River Oceanus, which flows through the Upper Planes.
River Oceanus
The first edition Manual of the Planes describes the River Oceanus as one of the features of the
Outer Planes, which "links the planes of Elysium, Happy Hunting Grounds, and Olympus in much
the same way that the Styx links the lower planes". The river disappears and reappears a number
of times in different layers of the planes, but it seems to follow a course that begins in Thalasia,
the third layer of Elysium, flows through the second and first layers of that plane, then across the
topmost layer of the Happy Hunting Grounds, then into the topmost layer of Olympus to its final
rest in the second layer of that plane, Ossa. The Oceanus is a more natural river than the Styx,
and no harm comes to those who drink of it. The Oceanus does still pose all the normal dangers
of a large river, and does not have the supernatural boatmen of the Styx.[54]: 84
The book goes on to describe how Oceanus appears on specific Outer Planes. The first four
layers of the plane of Elysium "are dominated by the River Oceanus, which beings in the fourth
(outermost) layer of this plane and flows down to the innermost layer (the layer nearest the
Astral). From there Oceanus meanders into the Happy Hunting Grounds and then into the
innermost layer of Olympus." These three good planes are linked by the Oceanus in the same
manner as the lower planes are linked by the River Styx. By contrast, the Oceanus is a slow,
peaceful flow, navigable by mere mortals (though its peaceful flow is often broken by rapids,
cascades, waterfalls, and occasional fallen trees). The river separates and recombines many
times in its passage, so travelers often find themselves journeying down side channels that soon
rejoin the main stream. A traveler on the Oceanus can usually reach another layer by traveling
downstream (or upstream, for the flow doubles back several times).[54]: 90 The Egyptian goddess
Isis holds sway over a large realm of the layer of Amoria, including several paths of the Oceanus.
The god Seker and his moveable realm Ro Stau spend most of their times adjacent to Isis's
realm on the Oceanus. The Sumerian moon god Nanna-Sin travels the Oceanus in a great barque
that is shaped like a crescent moon; in passing he provides a moon-like radiance to all on the
banks of the river.[54]: 91 Krigala is the first layer of the plane of the Happy Hunting Grounds,
closest to the Astral, and through it the Oceanus flows in a relatively straight course (compared
to its winding through Elysium) into Olympus.[54]: 91 Ossa, the second layer of the plane of
Olympus, is the outflow of the river Oceanus. There are often reports of huge, funnel-like
maelstroms that lead directly back to Thalasia in an unending circle.[54]: 93
River Styx
The first edition Monster Manual II mentions that the River Styx "links the topmost layers of the
Lower Planes, and its branches can be found anywhere from the Nine Hells to the Abyss". The
river is a deep, swift, and unfordable torrent. Creatures coming into contact with the waters of
the Styx instantly forget their entire past lives. The safest passage is by the skiff of Charon,
boatman of the Lower Planes. Charon may be summoned only on the banks of the Styx, and he
will appear with a large black skiff, and if requested he will ferry travelers to the topmost layer of
any Lower Plane for a price.[55]: 28 The charonadaemons are the servants of Charon, and pilot
small skiffs along the Styx. Charonadaemons are normally found anywhere on the Styx and
charge travelers a price to pilot their craft through the Astral and Ethereal planes as well as the
Lower Planes.[55]: 29 The first edition Manual of the Planes describes the River Styx as a means to
travel from one Outer Plane to another, noting that "it flows through many portals in the lower
planes and provides a regularly-used highway through these planes."[54]: 77 The River Styx
reappears in sourcebooks such as the Planescape Campaign Setting (1994),[56] Planes of Chaos
(1994),[57] Planes of Law (1995),[58] and the 3rd Edition Manual of the Planes (2001).[59]
Yggdrasil
The first edition Manual of the Planes describes Yggdrasil as an astral landmark, noting that it is
normally encountered by travelers from worlds that worship the Norse mythoi, but travelers from
other Prime Material worlds can encounter the tree. It is a long-standing conduit from the Outer
Planes to alternate prime worlds that was created by a group of deities and worshippers in the
Prime Material plane. Yggdrasil is the "World Ash" that links several outer planes to the Prime
Material plane, in the Norse mythos. It runs from Gladsheim, home of most of the Norse mythos,
to Nifflheim, the center layer of the three Glooms of Hades and the dwelling place of the
goddess of the same name. Roots and branches of Yggdrasil wind through most of the Prime
worlds where these deities are recognized. The tree is a solid and permanent conduit that
weathers the waxing and waning of faiths in the Prime Material and the fortunes of gods in the
outer planes. The traveler is confronted with a huge tree rising from the mist of the Astral and
disappearing far into the distance. The traveler can then climb the tree to the appropriate outer
plane, descend to the reachable lower planes, or explore the alternate Prime worlds that the
conduits touch upon. At the true terminus, the tree ends in a color pool similar to that of a fixed
portal. The traveler can then pass into the outer plane as if moving into an alternate Prime
Material or the Astral plane. Yggdrasil and Mount Olympus are the best-known of the permanent
conduits that link the outer planes with the Prime and with other nonlinear outer planes.[54]: 72
Magical interplanar portals generally only appear in the top layer of the outer planes, although
some free-standing portals that pass through the Astral, like the Yggdrasil, pierce the lower
reaches of some planes.[54]: 77 The apertures that the Yggdrasil causes in the Prime worlds are
fixed and limited to those places where the Norse gods are known.[54]: 95
See also
Plane (esotericism)
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External links
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